using System;
using ns27;

namespace Triton.Game.Mapping
{
	[Attribute38("MissingStandardDeckDisplay")]
	public class MissingStandardDeckDisplay : MonoBehaviour
	{
		public GameObject m_missingStandardDeckObject => method_3<GameObject>("m_missingStandardDeckObject");

		public UberText m_text => method_3<UberText>("m_text");

		public MeshRenderer m_darkenQuad => method_3<MeshRenderer>("m_darkenQuad");

		public Transform m_shownBone => method_3<Transform>("m_shownBone");

		public Transform m_hiddenBone => method_3<Transform>("m_hiddenBone");

		public float m_animateInTime => method_2<float>("m_animateInTime");

		public float m_animateOutTime => method_2<float>("m_animateOutTime");

		public bool m_isShown => method_2<bool>("m_isShown");

		public Color m_quadHiddenColor => method_2<Color>("m_quadHiddenColor");

		public Color m_quadShownColor => method_2<Color>("m_quadShownColor");

		public float m_currentQuadFade => method_2<float>("m_currentQuadFade");

		public MissingStandardDeckDisplay(IntPtr address, string className)
			: base(address, className)
		{
		}

		public MissingStandardDeckDisplay(IntPtr address)
			: this(address, "MissingStandardDeckDisplay")
		{
		}

		public void Awake()
		{
			method_8("Awake");
		}

		public bool IsShown()
		{
			return method_11<bool>("IsShown", Array.Empty<object>());
		}

		public void ShowImmediately()
		{
			method_8("ShowImmediately");
		}

		public void Show()
		{
			method_8("Show");
		}

		public void Hide()
		{
			method_8("Hide");
		}

		public void DarkenQuadFade_Update(float fade)
		{
			method_8("DarkenQuadFade_Update", fade);
		}

		public void OnHideComplete()
		{
			method_8("OnHideComplete");
		}
	}
}
